#include "include.h"

Player::Player()
{
}

// initial x/y potision, sprite resolition x/y
Player::Player(int xPosition, int yPosition, int xResolution, int yResolution)
{
    this->xPosition = xPosition;
    this->yPosition = yPosition;
    this->xResolution = xResolution;
    this->yResolution = yResolution;
    hitPoints = MAX_HP;
    current_frame = 0;
    jump_distance = 0;
    jump_rate = 0;
    jumping = false;
    falling = false;
    current_state = "stand";
}
// reduce player hit points
void Player::decrementHitPoints()
{
        hitPoints--;
}
void Player::setJumping(bool sj)
{
        jumping = sj;
}

void Player::setFalling(bool sf)
{
        falling = sf;
}

void Player::setState(std::string state)
{
        current_state = state;
}

// return how many hit points the player has left
int Player::getHitPoints()
{
        return hitPoints;
}

bool Player::getJumping()
{
        return jumping;     
}

bool Player::getFalling()
{
        return falling;     
}

std::string Player::getState()
{
        return current_state;            
}

